DM-Phil |
Hey guys! Figured it was about time we stopped clutterin' up Devon's S&S discussion thread. We're going to start the game with the standard locale as set forth in the upcoming Reign of Winter Player's Guide: Helgren, a small village in southern Taldor. The nearest large city is Zimar. Character creation stuff is as follows:
Ability Scores: 20 pt. buy
Races: Let's stick with core races for this, since it's my first time GMing a PbP. However, you can use the APG and ARG for customizing your character with different racial traits/favored class bonuses/etc.
Classes/Archetypes: Classes and archetypes from CRB, APG, UM, and UC will be allowed.
Starting Wealth: Class average OR if you're feeling lucky, roll for it.
Starting Equipment: All equipment from the CRB and APG is allowed; for anything beyond that, please let me know what you're thinking of purchasing and where it's located, especially for Ultimate Equipment, as I haven't had a chance to look through my PDF yet.
Feats: All feats from the CRB, APG, UM, and UC are allowed with the sole exception of Leadership. I don't really have a problem with any feat in published Paizo material; just swing it by me first!
HP: Max for class at level 1, then average +1 at each following level.
Traits: Two traits, at least one of which must be a campaign trait (when the PDF is released. Please be soon! Please please please!)
Sound good to y'all? Did I leave anything out?
DM-Phil |
What are your thoughts on those two characters? How would they both play within the campaign? I'd have to know a little background before I could really offer an opinion.
I've never played an alchemist before, and only once played a ranger, so I'm not sure about the merits of them compared to each other.
DM-Phil |
Wanted to throw something by you guys and see what y'all thought: I'm seriously considering using the block initiative favored by some here on the boards.
For those who don't know, block initiative is a format where the DM rolls initiative for each party member at the beginning of combat and takes the highest number as the initiative for the entire party, then rolls one number for the enemy's initiative, so you have either group acting all at once as opposed to having to go back and forth.
It seems like that could help speed in-game combat up, but I don't want to use it without getting everyone's views on that way of doing things. So...thoughts?
LordHector |
I've never played one myself, but I helped a player in my home game run one for a pretty good while. He was new, so I kind of had to learn the class to explain it to him. And I've always wanted an excuse to try one. I initially thought to go with ranger because it fit the AP. But really, a more arcane type character would fit with the plane-hopping parts of the AP. The more I think about it the more I lean towards alchemist. I'll need to concoct a background. I'm just looking for some input.
voodoo chili |
So...yeah. No block initiative.
What's worked for me is just rolling out everyone's initiative and then after the first round, just clustering it so that the enemies end out the actions. Players all post and I translate their actions in initiative order to their best advantage. I'm on quite alot so there usually isn't much waiting if players are reliable.
I haven't played an alchemist, but GMed a couple. I do think they look to be the most interesting and playable non-core class.
DM Wellard |
DM-Phil wrote:So...yeah. No block initiative.What's worked for me is just rolling out everyone's initiative and then after the first round, just clustering it so that the enemies end out the actions. Players all post and I translate their actions in initiative order to their best advantage. I'm on quite alot so there usually isn't much waiting if players are reliable.
I haven't played an alchemist, but GMed a couple. I do think they look to be the most interesting and playable non-core class.
I run initiative pretty much the same way..except I like to fit the Monsters into the order in a more natural way.
Ykatarina Yframovitcha Ystrova |
Starting Cash 3d6 ⇒ (5, 1, 6) = 12x10 =120 Gp
The last of Fathers legacy not that Ykaterina needs much.
Backpack, Quarterstaff, Dagger,Bedroll, Iron pot and 6 days rations comes to 7 gold 9 silver.
leaving 112 gold 1 silver..
4 1st level scrolls which I could feed to my familiar would work I guess.
Daniel Stewart |
Ok, lets see. So far we have a Human Winter Witch, Dwarven fighter, Human Bear Shaman, and possibly an alchemist. So at the moment no skill monkey. Perhaps I will put together a rogue, or maybe a ninja? Not sure which...or do you think we need something else? I do not see a cleric, but perhaps the Shaman and Witch are good enough to cover that area....
DM-Phil |
I expect the witch and the druid give us a pretty reasonable degree of potential healing, so a skill monkey is likely a good way to go. Y'know, I actually wouldn't mind seeing a Ninja in action. Never seen one played before. It's unfortunate that they don't get Trapfinding, though; that seems like a skill a Ninja would need to possess.
Remember also that it's been said the Linguistics skill is going to be VERY important during this AP, which I suppose makes perfect sense when you consider how much world-hopping is done! Start out in Taldor, then skip up to Irrisen, then Iobaria, then Triaxus, then Earth! It seems rather unlikely that you'll be in the land of Common past the second/third AP. Man...the PCs are going to wrack up some serious frequent flyer miles on this trek. Too bad there ain't no Delta on Golarion.
Salvianella Albercroft |
Not to mention alchemists can generate copious amounts of healing potions. Speaking of which, here is my alchemist. Still need to write up her background, as well as buy her gear and choose her starting formulae. But this should give the general gist of it. She's a pampered Taldan noblewoman. Money, personal tutors, and lots of free time can lead one down interesting roads...
Salvianella Albercroft |
DM-Phil, a question. A lot of GM's frown on this trait as cheese, but what are your thoughts on the Rich Parents trait? It changes your starting gold to 900. It would fit her background. I'm not especially attached to it, so don't be afraid to say no.
DM-Phil |
Y'know, I see that trait banned a lot too, but I can't see how it would be of a huge benefit after the first few levels, when the average player's wealth should be well caught up. I'd also like to see first-hand exactly how big a boon it is at the earlier levels.
So I say all that to say...go for it, Salvianella!
Daniel Stewart |
Ok..well here is the crunch for my ninja character...Decided to go more RPing then min-max with this fella...otherwise he would start out as a monk and after level 4 switch over to a ninja and would most likely be 1/2 elven.
I will try and get a background up asap.
Male Halfling Ninja 1
NG Small Humanoid (halfling)
Init +3; Senses Perception +6
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Defense
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AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size)
hp 10 (1d8+2)
Fort +3, Ref +6, Will +1; +2 vs. fear
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Offense
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Speed 20 ft.
Melee Wakizashi +4 (1d4+1/18-20/x2)
Ranged Shortbow +4 (1d4/x3)
Special Attacks sneak attack +1d6
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Statistics
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Str 12, Dex 16, Con 14, Int 12, Wis 10, Cha 15
Base Atk +0; CMB +0; CMD 13
Feats Weapon Finesse
Skills Acrobatics +8 (+4 jump), Appraise +5, Bluff +6, Climb +2, Disable Device +6, Escape Artist +2, Fly +4, Linguistics +5, Perception +6, Ride +2, Sense Motive +4, Sleight of Hand +6, Stealth +12, Survival +1, Swim +0
Languages Common, Halfling, Minkaian, Skald
SQ fearless, poison use
Other Gear Studded leather armor, Arrows (20), Shortbow, Wakizashi, Backpack (empty), Bedroll, Blanket, Flint and steel, Rope, Shinobi shozoku, Thieves' tools, 5 GP, 4 SP
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Special Abilities
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Fearless +2 racial bonus vs Fear saves.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
PirateDevon |
See skills is why I shy from fighter and I love me some Inquistor for that tasty combination of crunch and fluff. I had one in a Kingmaker game but I feel like I want to stick out with the fighter thing. Right now he has a +4 save against any spell or spell like ability and that seems hilariously awesome...plus I get to hit things with an axe, and over time, really hard and really often...
Fighter, Witch, Alchemist, Ninja, Druid
Dwarf, Human, Half-Elf, Halfling, Human
Hilarious party. Fun mix.
DM-Phil |
A good time is certain to be had by all, that's for sure. Probably our most diverse group yet! I'm chomping at the freakin' bit waiting for the Player's Guide to come out. The subscriptions page says that payment should be authorized on Thursday and usually the guide comes out at pretty much the same time. Regarding your Fighter, I think the save bonus against spells and SLAs will prove invaluable in this particular campaign.
I'm planning on getting us started the nanosecond I get the PDF released in approximately two weeks. Sound good to y'all?
voodoo chili |
Halfling Ninjas! Nooooooo!
Anyone here remember Finieous Fingers from the early days of Dragon Magazine? The Halfling Thieves' Guild was scary enough.
voodoo chili |
Fred and Charly. I managed to find a copy of the Finieous Treasury in some dusty old game store somewhere. : ) looky
PirateDevon |
I am amused that that image is to be found in a folder named "Zardhoz" and I hope it refers to that classic sci-fi epic that saw Sean Connery in a onesie...
As to my super buff saves, yes I thought it would be good form to just say "no" to things trying to blast, mesmerize, shift, root, control or otherwise "magik" me while I was busy trying to bury an axe in them. The hitpoints are for everything else.
I know AC/defense escalation falls apart the higher the level (better to kill than tank) but I figure the initial investment is worth the return now while I take my time making my mundane old axe into an AXE OF DESTRUCTION™
And Daniel when did you become epic level...now you are simply too unbalanced for this thread :p
Salvianella Albercroft |
I know AC/defense escalation falls apart the higher the level (better to kill than tank)
Not true. I have a player playing a paladin in my home game with a 32 AC, DR2/Adamantine, and 290-something hp at 13th lvl. Anything shy of boss monsters have to threaten a critical just to hit him. And he can lay on hands himself just to troll me... Of course the monsters in turn usually just ignore him and go after the much squishier monk and ranger. But still.